Even better than the real thing!

Mysterium 2011 has begun, and Zib will be presenting a project update tomorrow at 10 AM, Boston time. If you’re unable to be there, you can experience the presentation for yourself at the LiveStream channel.

Update!

The presentation is over and done with now, but if you missed it, you can watch it here:

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This entry was posted on Friday, August 5th, 2011 at 2:32 am and is filed under . You can follow any responses to this entry through the RSS 2.0 feed.
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Part of that process (like for the back of the island) is based on the official map. The cell balcony is modeled mostly for the shadows anyway, since it’s never seen more than in the original, but it was based mostly on guesswork and practicality.

Yeah from the prison interior those blindspots were fitted very well. I’m wondering a little more imagination other than practicality will drastically attract more curious players (like some secret rooms, extra free space (Age 233 outdoor space, even Tay)

In the demo you played, everything looked really good, and I have but one criticism, and that is that the clouds look rather unrealistic. Forgive me if they’re still being developed, I just thought that you might like feedback :).

As we mentioned in the presentation, an Exile-like node-based navigation mode is actually implemented. We currently don’t plan on implementing a Myst-like navigation system, but that may change in the future.

That was a pretty informative video; thanks for that one.
One thing I’m wondering about: you mention that so far you have slightly danced around the difficulties of Jungle Island. Are you sure this area (the lake/village) is doable at all with a decent runtime performance?

I think that while Er’cana is significantly smaller/less detailed than Jungle Island, we’re going to be able to pull it off. We’re looking into many different techniques of lightening load, and Unity is really good at that sort of thing as-is. Don’t you worry

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